AH29 Thumpers
Can you think of a good way to merge the capability into base unit activities without requiring a separate unit?
Well it can work fine for a human player willing to micromanage with the current implementation if you let infantry move on desert tiles, (or even if not if
I'm in favor of letting infantry units move on desert waste within your cultural borders anyway.
But I'm not sure its a great idea for a mechanic where a human player can mine spice without worm interference but the AI cannot.
Also, in the current build all the worms get killed off as soon as players start getting falcon thopters (the strength 10 guys).
AH31 Unit strength.
good feed, what do you suggest?
Well, in general I'd just say to make sure that each superior tech in a unit line gives no less than 25% bonus and never more than 60% bonus, and aim for ~40% bonuses each time.
So soldier (2) goes to infantry (3) goes to guardsman I (5) goes to guardsman II (8) goes to guardsman III (11) goes to guardsman IV (16).
bladesman (6) goes to elite (8) goes to shock troop I (12) goes to shock troop 2 (18)
etc.
I can give more detailed suggestions in a few days when I have the time, and once I get a chance to look at your modified tech tree.
I haven't looked at yours yet, but tech names to me that just don't seem to make sense are:
Thumpering (merge this with sandworms)
Way of the wise (weird name; make this Cultural Enterprises or somethnig. What is Bakka anyway?)
Cycle of Arrakis (this makes little sense as a tech, and seems unrelated to getting trade routes and marketplaces).
Knowledge engine (what is this supposed to be? How about "Advanced academies")
Diaspora (the disaspora/Scattering happens 3500 years later, after Leto II dies)
Pathfinding (how is this different from desert skills)
Way of the desert (what does this have to do with observatories - which used to be space ports?)
Sovereign system (what is this supposed to be? Some form of Imperialism?)
Breeding program (why is this a tech - only the BGs have a breeding program and they've been doing it for millenia - and what does it have to do with prison camps? Rename it "Internal security" or something)
Monopolism (empty without the corporations - and why should monastaries become obsolete? Its not like Dune has an Enlightenment period like Earth when science takes over)
Mentat healing (mentats don't heal any differently. Cut the suk school tech and rename this one suk school)
Handling machine (what is this?)
Malevolent designs (what is this for? Too FFH anyway)
Ampoliros (isn't this some old legend?
Weirding way/weirding module: why are these 2 separate techs?
Static separator (what is this?)
Probes (this can stay as a tech, but it should be related to espionage points, not anti-air troopers)
Tachyon net (what is this?)
Judge of the Change (why is this a tech? this is the guy responsible for overseeing the handover of a fief and making sure rules are observed)
Baraka (what is this?)
Krazilec (what is this?)
Plasteel, sand allowys, plas-steel armor, plazfibres (why are these separate techs?)
Axolotl tanks (Should come waaay earlier, and should be BTl only and allow their own tech)
Folding space (the Guild can already do this as soon as you have off-world trade, doesn't really make sense as an on-Dune tech.)
Krimskell fibre (what is this, why is this a super-late game tech, what does it have to do with fallout removal?)
The early game and early-midgame of this mod are good; the late-game is weird.
A lot of this stuff is really illogical, IMO you need to rip it out and then build in some more logical stuff.
Examples:
For some midgame stuff, how about:
Personal shields tech (required for shock troops)
Large-scale shielding tech.
Allows House Shield building, gives +100% defensive strength, ignored by lasguns and melee.
In terms of some new late-game stuff, how about:
Artificial spice tech.
Allows Project Amal Wonder, provides +8 spice resource.
No-field tech.
Allows no-room building (gives espionage points)
Allows no-ship (invisible thopter unit with a low national limit)
Also:
AH32
The gap between suspensors 1 (strength 2, strength 5) and supensors 2 (strength 12) is way too large; there are far too many techs in between the two and the jump is too big; trying to launch amphibious invasions is impossible if your enemy has the strength 12 suspensors and you're still on strength 5.
Its even worse that you still have low-strength suspensor escorts for ages because the AI isn't smart enough to unload its army when it gets over land; it waits until it actually attacks. So on several occassions I had the AI show up with a (quite decent) invasion force on their transports next to my city, and the units on the city were able to attack and kill the transports and their thopter/suspensor escort without the units inside being unloaded (I reloaded autosave and let them attack to confirm that there was in fact an army inside).
My recommendation would be to introduce another level of escorts in the middle there.
Any chance of the suspensors getting double-moves over desert wastes and deep desert? It takes way too long to get anywhere at 2 moves.
Or at least bump them to 3 moves.